Accessing uv color of a texture map not based on geometry.

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Is there a way to do this?
For example, I would like to use the attribute transfer to transfer color information from a picture to particles. I can do this very easily if I transfer the information via the “ pic ” funtion into a point or primitive sop that is connected to a grid, but then then it is dependent on the grid geometry. I don't want this.

I would like to use a a 2 x 2 polygon or a 4x4 nurb, map the picture, then somehow draw the information I need from uv texture map information.

For example, right now if the particle is within the radius specified by the attribute transfer sop then it will pic up the corresponding point color or primitive color, I would like to grab it directly from the UV Texture, of course there would need to be some spatial tolerance to determine the resolution at which to grab at.

Am I dreaming?
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Could you just attribtransfer the uv coordinates and then do the texture lookup based on the transferred uv's?
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I tried this, the UV lookup is based on the geometry also.
There needs to be some criteria for the UV lookup otherwise I don't think Houdini understands what the UV is. So it would be nice to actually be able to create a bunch of uv's on some variable criteria like .1, .01., 001 in u and v, and then be able to reference this somehow. Am I nuts or would this be just like carrying the extra Geometry?

;D
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…or even better… a function that would extract uv texture values based on a tolerance, that could be transfered into an attribute! That is basically what I am asking … if it exists.

D
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How is the patch getting its UV coordinates?
If it's a projection of some kind, then could you simply use the same projection on the particles?
Mario Marengo
Senior Developer at Folks VFX [folksvfx.com] in Toronto, Canada.
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Yea, I think that might work… I think I was set on doing it the hard way!
Thanks!

;D
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